Crusader Kings III

Crusader Kings III

Automagic Architect The Lazy Lord's Construction Tool
216 Comments
skng19 8 Jul @ 12:33pm 
i hate to ask, is there a lotr version?
koppi 4 Jul @ 6:29am 
Hello there! First of all many thanks to the mod creator, you're awesome.
Had anybody succeeded in using this mod with the lotr mods? Thanks!
Silentnight  [author] 27 Jun @ 3:42pm 
Update :

AGOT compatch released - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3510267089

There might be some errors, but I've tested it and the buildings listed seem to upgrade fine. I don't play AGOT myself so I've only done some initial testing.
DoodleBreath 27 Jun @ 1:40pm 
fixed it. It was something on my end
DoodleBreath 27 Jun @ 12:48pm 
@Silentnight it says their is a problem with the downloaded mod files and then below that it says this mod is missing a descriptor file
Silentnight  [author] 26 Jun @ 9:26am 
@VillageGuru

There is no preference no it'll just upgrade what it can based on the requirements such as gold amount/terrain etc.

It can build new builds and upgrade current ones, it builds based on a list, this can be moved in the game files if needed but if you'd prefer not to just make sure you place one of the buildings that you want to be upgraded and it'll do that.

It can not make cities/castles or temples no, but it can make builds and upgrades in the ones that you do build.

It ticks every 15 days .
VillageGuru 26 Jun @ 9:04am 
Hey mate, loving your mod so far and it has helped me massively in my Caliphate game.
I have a few questions though:
- Is there a preference for upgrading vassal buildings, i.e rank, distance from capital ?
- Is the auto build limited only to upgrading the buildings or can it also build new ones if there's a spot for them ?
- Can the auto build also found cities/castles/temples ?
- How often does the auto build ''tick'' ? Monthly ? Weekly ?
Spencer 26 Jun @ 8:42am 
W!!!!!
Silentnight  [author] 26 Jun @ 2:36am 
Update:
AGOT compatch coming soon
Silentnight  [author] 26 Jun @ 1:21am 
@doodlebreath can you post the the error or the issue you are having
DoodleBreath 25 Jun @ 5:04pm 
anyone know how to fix the this mod is missing desciptor file thing
lobosan 24 Jun @ 1:00pm 
Thank you! Holding Manager hasn't been updated for a while and this mod looks promising.
Silentnight  [author] 24 Jun @ 4:14am 
Not yet, but it will be soon
Unstable Energy 24 Jun @ 1:44am 
Compatible with AGOT or other overhauls?
FunGaming44 24 Jun @ 12:27am 
awesome update thanks
Silentnight  [author] 23 Jun @ 6:29pm 
Automagic Architect V2 – Massive Update!




✨ New Features ✨
Brand-new interactive GUI window for easy management
Simultaneous auto-upgrades for both player and vassals
★ Now upgrades castles, cities, and temples (not just castles anymore!)
Exploit fixes: no more buildings appearing where they shouldn’t
Expanded building chains : Breweries, Scriptoriums, and more
Fully updated for CK3 v1.16.3
Fresh new artwork : banners, icons, and backgrounds




Localization
★ Full support for: English, French, German, Spanish, Polish, Russian, Korean, and Simplified Chinese
★ Huge boost to accessibility for players worldwide!




Other Improvements
★ Cleaner, reorganized mod files
★ Smarter, improved automation logic

Put a lot of work into these updates, hope you all enjoy the improvements!
Silentnight  [author] 21 Jun @ 2:56am 
@Ereldun You can’t, it’s how the mod functions “ Instant Construction: With Automagic Architect, building and upgrading structures is instantaneous, saving you time and effort. It automatically upgrades buildings to the highest level available with your current technology.”
Silentnight  [author] 21 Jun @ 2:55am 
@obin0684 Not at the moment, I’m working through the final creases, adding mod compatibility is a new avenue for me so there’s been some problems but I’m hoping to have it updated maybe today or in the next few days.
Ereldun 20 Jun @ 11:16am 
How can I turn off instant construction?
obin0684 20 Jun @ 7:24am 
Is this the updated one? It still says Updated Dec 21, 2024 @ 6:26pm.
Silentnight  [author] 20 Jun @ 2:33am 
Update:

I have patched the mod for the latest update, I've improved the UI and have now made it possible to have both build for player and build for vassal be enabled at the same time. I'm currently patching compatibility for some popular mods such as AGOT but they're proving a little difficult. I hopefully should have the update pushed out soon.
Silentnight  [author] 14 Jun @ 7:24am 
Update Note:
For those interested, I’m currently updating the mod to work with the latest CK3 patch and adding in any missing buildings. I haven’t been actively playing recently, so any help spotting new buildings or bugs would be appreciated.

This isn’t a request for new features — I’m currently focused on maintaining and updating the existing content. However, I might start considering new features in the future.

If there’s something you’d like to see added, please create a Discussion post rather than leaving a regular comment. I don’t check the comments often, and Discussions make it much easier to keep track of feedback on specific ideas. If a suggestion gains enough interest and it’s realistically doable, I might include it.

Regarding compatibility with other mods — that’s not something I’m actively working on, as I’m not too familiar with how it works. I can look into it, but I make no promises.
Imperator Rax Raxous 12 Jun @ 8:58am 
@Kysia, oh yes, I kind of did, but not the way you describe it, but more factual and polite. We all kind of need this mod and frankly its shit on the devs that they didn’t put it in the game even after years after release, it’s a basic QoL feature, and they must be aware of this. It’s nice that the author did this mod, but it’s not perfect. My idea was to point that out and to tell him, in what way he needed to improve the mod, if he wanted it to be perfect.
Nate700 11 Jun @ 10:30pm 
somebody needs to make agot version.
FunGaming44 18 May @ 3:02am 
i too hope to see an update coming for this great mod
Anonymous4245 14 May @ 5:26pm 
update to include new buildings like scriptorium and breweries?
somerandommeem 9 May @ 10:21am 
@Silentnight for some reason it doesn't work
EnumaEllis 9 May @ 7:29am 
There's a cheeky exploit where I can build buildings like Watermill and Windmill in non-capital counties.
You may want to restrict this since it's super OP.
Silentnight  [author] 9 May @ 3:25am 
@somerandommeem put it at the bottom of your mod list and see if it works with your other mods then
somerandommeem 8 May @ 9:52am 
The decision to autobuild doesn't show, im using it with CMH, any idea why?
EnumaEllis 5 May @ 1:00am 
FYI, if you are a control freak who needs a specific types of buildings than just anything in any slot, turn off this mod's decision, build a level 1 of all the buildings you need, then turn it back on.

This will helps you keep the type of buildings you want, for me economy and defense, while still retaining an auto-updater. In the case of the commenter Rax, that's legit criticism. There's no control for what type of buildings you can specify, so this is my way to work around it.

This should be something base-game have, but sadly they don't. It's been requested before. At least we still have this mod.
N64GC 29 Apr @ 9:52am 
Cool mod! Super useful, Rex is a jackanape, keep up the good work!
Silentnight  [author] 5 Apr @ 6:25am 
@Kysia Welcome to making steam mods, constantly repeating yourself and being asked to add features but never been offered the help to make said features
Kysia 4 Apr @ 2:43pm 
@Imperator Rax Raxous my brother in christ XD
did you really just comment "yeah mod sucks it does what i want but not i 100%"?
kinda cringe
DoodleBreath 2 Apr @ 4:16pm 
Hello I love your mod do you think you can see if you can make it compatible for realms in exiles dwarf holdings?
Silentnight  [author] 29 Mar @ 7:49am 
@Imperator Rax Raxous Feel free to start development
Imperator Rax Raxous 28 Mar @ 7:03pm 
This mod is a pain in the ass to use. I mean we need something like this, but I still want to be able to select the first buildings in every domain, even if it belongs to my vassal. But in order to be able to do that I would have to turn on and turn off the mod all the time. So what would help is a mod that allows one to set a building to be built after the one, but as if it were beeing built already or alternatively siply a mod that allows for multiple buildings being constructed in the same domain.
Silentnight  [author] 21 Mar @ 9:03am 
@Dobuchee Does it actively not work because I've just tested it and its fine
Oxbridge 18 Mar @ 7:55pm 
Hi there, does this mod also affect domicile (estate and camp) buildings too?
Basilisk 16 Mar @ 1:51pm 
Clear!
Thank you for the quick reply.
Silentnight  [author] 16 Mar @ 11:59am 
@Basilisk Its not compatible no
Basilisk 16 Mar @ 2:45am 
I'm not able to get this mod to work at all.
Is this mod compatible with mod "More Buildings Reboot"?
Und3rt4k3r 21 Feb @ 1:59am 
The shaft furnace building series that can only be built in India will not be built automatically. Or should that be the case?
0w1 | G3uFux | ™ 8 Feb @ 8:32pm 
For some reason, the mod didn't work with the Russian localization of the game. I had to manually add the localization files to the mod's folder, after which everything started working. It's possible that the same issue might occur with other languages as well.

Here's what I did:

In the localization/common folder, I copied the file auto_build_common_l_english.yml , pasted it into the same folder, and renamed it to auto_build_common_l_russian.yml . Then, in this file, I replaced the first line l_english with l_russian .

I did the same in the localization/event folder.

After these changes, the mod started working correctly with the Russian localization.
Silentnight  [author] 8 Feb @ 2:57pm 
It never has worked with tribal govs
howi 8 Feb @ 1:24pm 
Yeah, found same, that is is not working with Tribal govs
Driplord Astolfo 3 Feb @ 10:10am 
For some reason the wind furnaces weren't upgrading, i think it might be because i changed the
building_wind_furnace_requirement_terrain trigger to be able to build on any terrain anywhere as long as the culture had the innovation though:

building_wind_furnace_requirement_terrain = {
# All terrains
scope:holder.culture = { has_innovation = innovation_wootz_steel }
}

I deleted the building_wind_furnace_requirement_terrain = yes line from each variation of the wind furnace building in build_scripted_effects.txt and it seems to upgrade like any other building in the mod :steamthumbsup:
xyz2red 31 Jan @ 9:36pm 
Love this mod! The only issue I really had was that it would spend all my money, lol. I went into the build_scripted_effects.txt file and modified the math from "gold >" to "gold > 500 + " using find and replace. It hasn't crashed or broken anything yet, but i don't know if this was the intended way to hold onto a reserve of gold, or even if there was an intended way to hold onto a bit of gold. I'll keep testing the slight change and if it randomly breaks something i'll report back. it would be nice if this were a variable that we could change in game via the menus or the decision. But no complaints, thanks for the work you're putting in.
Thank You for a wonderful mod! But for me it doesn't build "Manor houses", "Scriptorium", "Hillside grazing lands", "Megalith". And I see in comments that Scriptorium and Grazing lands must be working. Mod is almost at the bottom of my loadorder (last is barbershop mod), am I doing something wrong?
NuEvE 16 Jan @ 6:41am 
So I just noticed this didn't work with Tribal Gov?